#include "fade.h" #include "const.h" #include // Constructor Fade::Fade(SDL_Renderer *renderer, param_t *param) { // Copia punteros y objetos this->renderer = renderer; this->param = param; // Crea la textura donde dibujar el fade backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight); SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND); // Inicializa las variables init(); } // Destructor Fade::~Fade() { SDL_DestroyTexture(backbuffer); backbuffer = nullptr; } // Inicializa las variables void Fade::init() { type = FADE_CENTER; enabled = false; finished = false; counter = 0; r = 0; g = 0; b = 0; postDuration = 20; postCounter = 0; numSquaresWidth = param->numSquaresWidth; numSquaresHeight = param->numSquaresHeight; fadeRandomSquaresDelay = param->fadeRandomSquaresDelay; fadeRandomSquaresMult = param->fadeRandomSquaresMult; } // Pinta una transición en pantalla void Fade::render() { if (enabled && !finished) { switch (type) { case FADE_FULLSCREEN: { SDL_SetTextureAlphaMod(backbuffer, std::min(counter * 4, 255)); SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr); break; } case FADE_CENTER: { SDL_SetRenderDrawColor(renderer, r, g, b, 64); for (int i = 0; i < counter; i++) { rect1.h = rect2.h = i * 4; rect2.y = param->gameHeight - (i * 4); SDL_RenderFillRect(renderer, &rect1); SDL_RenderFillRect(renderer, &rect2); } break; } case FADE_RANDOM_SQUARE: { SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr); break; } case FADE_VENETIAN: { SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF); for (auto rect : square) { SDL_RenderFillRect(renderer, &rect); } break; } default: { break; } } } // Pone el color en toda la textura if (finished) { SDL_SetRenderDrawColor(renderer, r, g, b, 255); SDL_RenderClear(renderer); } } // Actualiza las variables internas void Fade::update() { if (enabled) { switch (type) { case FADE_FULLSCREEN: { if (counter >= 255 / 4) { finished = true; } break; } case FADE_CENTER: { if ((counter * 4) > param->gameHeight) { finished = true; } break; } case FADE_RANDOM_SQUARE: { if (counter % fadeRandomSquaresDelay == 0) { // Dibujamos sobre el backbuffer SDL_Texture *temp = SDL_GetRenderTarget(renderer); SDL_SetRenderTarget(renderer, backbuffer); // Dibuja el cuadrado correspondiente SDL_SetRenderDrawColor(renderer, r, g, b, 255); const int index = std::min(counter / fadeRandomSquaresDelay, (numSquaresWidth * numSquaresHeight) - 1); for (int i = 0; i < fadeRandomSquaresMult; ++i) { const int index2 = std::min(index * fadeRandomSquaresMult + i, (int)square.size() - 1); SDL_RenderFillRect(renderer, &square[index2]); } // Volvemos a usar el renderizador de forma normal SDL_SetRenderTarget(renderer, temp); } if (counter * fadeRandomSquaresMult / fadeRandomSquaresDelay >= numSquaresWidth * numSquaresHeight) { finished = true; } break; } case FADE_VENETIAN: { // Counter debe ir de 0 a 150 if (square.back().h < param->venetianSize) { const Uint8 h = counter / 3; for (int i = 0; i < (int)square.size(); ++i) { if (i == 0) { square[i].h = h; } else { square[i].h = std::max(square[i - 1].h - 3, 0); } } } else { finished = true; } break; } } if (finished) { if (postCounter == postDuration) { enabled = false; } else { postCounter++; } } counter++; } } // Activa el fade void Fade::activate() { enabled = true; finished = false; counter = 0; postCounter = 0; switch (type) { case FADE_FULLSCREEN: { // Dibujamos sobre el backbuffer SDL_Texture *temp = SDL_GetRenderTarget(renderer); SDL_SetRenderTarget(renderer, backbuffer); // Pintamos la textura con el color del fade SDL_SetRenderDrawColor(renderer, r, g, b, 255); SDL_RenderClear(renderer); // Vuelve a dejar el renderizador como estaba SDL_SetRenderTarget(renderer, temp); break; } case FADE_CENTER: { rect1 = {0, 0, param->gameWidth, 0}; rect2 = {0, 0, param->gameWidth, 0}; break; } case FADE_RANDOM_SQUARE: { rect1 = {0, 0, param->gameWidth / numSquaresWidth, param->gameHeight / numSquaresHeight}; square.clear(); // Añade los cuadrados al vector for (int i = 0; i < numSquaresWidth * numSquaresHeight; ++i) { rect1.x = (i % numSquaresWidth) * rect1.w; rect1.y = (i / numSquaresWidth) * rect1.h; square.push_back(rect1); } // Desordena el vector de cuadrados int num = numSquaresWidth * numSquaresHeight; while (num > 1) { int num_arreu = rand() % num; SDL_Rect temp = square[num_arreu]; square[num_arreu] = square[num - 1]; square[num - 1] = temp; num--; } // Limpia la textura SDL_Texture *temp = SDL_GetRenderTarget(renderer); SDL_SetRenderTarget(renderer, backbuffer); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0); SDL_RenderClear(renderer); SDL_SetRenderTarget(renderer, temp); break; } case FADE_VENETIAN: { rect1 = {0, 0, param->gameWidth, 0}; square.clear(); // Añade los cuadrados al vector const int max = param->gameHeight / param->venetianSize; for (int i = 0; i < max; ++i) { rect1.y = i * param->venetianSize; square.push_back(rect1); } break; } } } // Comprueba si está activo bool Fade::isEnabled() { return enabled; } // Comprueba si ha terminado la transicion bool Fade::hasEnded() { // Ha terminado cuando ha finalizado la transición y se ha deshabilitado return !enabled && finished; } // Establece el tipo de fade void Fade::setType(Uint8 type) { this->type = type; } // Establece el color del fade void Fade::setColor(Uint8 r, Uint8 g, Uint8 b) { this->r = r; this->g = g; this->b = b; } // Establece la duración posterior void Fade::setPost(int value) { postDuration = value; }